Fortunately I have had to take some holiday (otherwise I would lose it) so yesterday my good friend John came round to the shed to introduce me to Frostgrave.
Sadly the camera wasn’t available but in this post I’ll layout some of my initial thoughts after two games.
I chose an Elementalist as my Wizard – his starting spells – Elemental Bolt, Elemental Barrier, Wall, Enchant Weapon, Summon Demon, Crumble, Blinding Light and Furious Quill. With the exception of Elemental Barrier I used them all during the two games we played.
In terms of my forces I had an Apprentice, two thieves, an Archer, A Ranger, A knight and a War PIG (hound). The balance seemed to work.
I was facing Johns 4th Level Wizard and the disparity between the two was not too great. Indeed some fortuitous Bolt spells (don’t you love that +8 shooting attack) soon fried as number of his troops and in both games I walked off with 4 of the six treasure tokens. The net result 700 XP earned in two games and seven levels of experience.
Great Fun ! Some lovely moments and lots of atmosphere. However I am concerned about how fast you can level up.Simply: The rate of levelling is too fast !
These are my thoughts…Reduce the number of treasure points – potentially to four. Also make them further away than the base line. This reduces the number of treasure tokens and hence experience on the table
Increase the rate of Levelling from 100 to 150 XP per level
Based on these my Wizard would probably be around the 4th Level and not 7th
Some other thoughts…
Personally I don’t like the idea that all characters can climb – we had a number of levels in our game. The idea a Knight in mail and shield can start climbing walls feels so wrong.
Perhaps only Rangers, Thieves, Barbarians etc have the scaling ability.
Plus I managed to summon an Imp (with Wings) – There appears to be no rules for flying creatures so any creature with flight can ascend the highest points with no penalty and suffer no damage from falling.
I’d also like to see the treasure harder to get – locked chests/traps etc – perhaps there could be %chance that treasure is trapped/locked? Again these could be removed by Thieves/Treasure Hunters (Will roll) or Forced Open (Fight Roll). This would stop single figures from running up grabbing the loot and running away. Each item should be hotly contested.
Death – it would appear that all characters have the chance to recover at the end of the game and ready to fight the next day (assuming they get the right roll) – perhaps any character that drops to -3 or further is beyond recovery. This makes cash more valuable to restocking your warband
We also has a scenario where my Ranger took down a magic item laden Apprentice – can he loot the body? There is no reference to this. Perhaps this is a good option – it allows certain characters to target the opposition for those choice goodies, also makes players think more tactically.
These are my initial thoughts but will no doubt change as we progress with this great game…